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spazzzman
27-06-2005, 04:20
I noticed that some files contain obsolete info on an iron industry i.e. iron ore asset and iron trade good. I was thinking about adding iron back in and making it a required trade good for armorers and smithies(possibly toolsmith too). Maybe later I'll add regular stone deposits that will be used for making stone walls and fortifications.

I also wanted to add a few other new trade goods such as hemp, timber, cloth and maybe weapons/armor. Possibly add some exotics and make it more difficult to get some advantages.

I found the defs files for both assets and valuables and their corresponding description files. I know I'd need to add the corresponding icons for each asset/valuable/exotic into the images folder as well. Once I have the assets and goods defined adding them into the buildings files won't be a problem for me.

What else do I need to modify? Assets(meadow, silver ore etc.) aren't randomly placed in each region at the beginning of each game right? If not I'll need to modify some file that defines the assets in each individual region.

I know that expanding the economy in this way may cause some AI headaches, but I'll work on that later.

Angryminer
27-06-2005, 07:07
Welcome to the forum, spazzzman! :halloha:
1. What you said on your ToDo-List should be about everything to make it work. But to give it a bit polish you need to edit some text-files that translate "iron" to "Iron" and translate "iron_desc" to "This is some fancy ore-thingy from the mountains used to make heavy armor..." or the like.
2. The assets are distributed randomly, no problems here with new assets.
3. The AI builds available constructions (mostly) randomly, including custom buildings. No problem here.

Angryminer

spazzzman
27-06-2005, 08:02
Great! Thanks a lot for your answer. I have most of that done then.

So I have to add the lines:

iron Iron


to the valuables.tsv file and

(key base sm) <-- what do these refer to exactly?
furs Furs furs

to the exotics.tsv.

I guess there isn't a tsv for the assets right?

Is there a way I can force the AI to build an iron mine or trade for iron before it builds other war buildings or trades for anything other than iron? I want to make it easy for the AI to get a hold of iron but make it more difficult for the player. I could also make the AI actively seek kingdom advantages this way.

Additionally, can I change the rarity of certain assets(make iron, silver, gold more rare) and make sure that you can't have certain assets in the same province? For instance, I don't want gold & silver to appear in the same province.

Angryminer
27-06-2005, 09:29
1. The distribution of the assets is completely random. No influence here.
2. The AI will try to build all available buildings it can effort. If about all buildings can't be built due to the lack of iron, it won't spend it's money here and will very propably construct the iron mine in the right province.
3. I believe that the AI's buildings behaviour is random, though I can't tell exactly.
But I know that there are no scripts that control the trading-behaviour of the AI, so if it isn't random, we have no influence.

Angryminer